Githyanki

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Just got this and there really is a ton of stuff in there. If you're a DM like me that likes to throw in bits of extra stuff into adventures, for flavour and to make them themed or memorable, then this looks like a great deal.
Only read a fraction so far but looks good so thought I'd post here.


Do the rules not say that you attack 'an opponent', 'a creature', 'a foe'? I don't remember seeing anywhere that you choose the square of a large or larger creature to attack. If they do please quote I could well be wrong.

A large creature adjacent to you cannot therefore be attacked with a reach weapon.

The soft cover rules allow you to choose a square to determine cover but do not alter the fact that it must first be a valid target for your attack.


Traits : Battlefield surgeon(religion), Trained Medic(regional), Caretaker(faith), Ships surgeon(campaign), Devoted Healer(faith)

Skills : Craft Alchemy and Profession Herbalist, as there are a variety of minor helpful items you could create.

Feats : Combat medic(teamwork feat, seems underpowered to me), Expert healing(3rd party-kobold press, much better feat), Skill focus(heal), Self sufficient.

Classes : What about alchemist with Chirurgeon archetype? I’m no alchemist expert so others can probably better advise its healing potential.
Thought – An extract of a Cure spell – is this divine magic and therefore not whats being looked for here? I couldn’t see them classified as such from quick skim...just reagents and magic taken from the alchemists body.
Medic, Rogue Archetype(3rd party-Drop dead studios) Looks like just what you want.

Items : Healers Gloves, Vest of Surgery , Bandages of rapid recovery all spring to mind.

You may not be able to use third party stuff but included in case, otherwise Alchemist(chirurgeon) , with Signature skill feat to unlock Heal, looks good.


Might give you a bit extra Hardness&HP on your clothing than standard cloth. Would that make it worth crafting any magic robes etc out of this to give them a lil more durability perhaps?


I don’t consider it fun to be rolling endless fort saves, but like it as the base mechanic, so as I mentioned I assume the take10 on fort saves for the travel ones, then have a rolled save after combat exertion in heat.
Heat level 0 = no effects
Level 1 = 1/hour DC15 +1per previous check, Fail 1d4nonL
Level 2 = 1/10mins DC15+1per prev, Fail 1d4nonL
Level 3 = 1/10min No save 1d6nonL
Level 4 = 1/min No save 1d6Lethal
Level 5 = 1/rnd No save 1d6Lethal
A further pc rolled save is called for after combat or other exerting encounter.

For Osirion I use base levels of 0, 1 and2 for warm60-85, hot85-110 and heat wave 95-120 respectively.
Then +1 for noon hour, +1 if hot winds, +1 below sea level, -1 at altitude, -1 at night. Then -1 if Native, -1 partial shade(eg covered wagon), -3 full shade(tent camp/cave), -1 Desert outfit without armour, -3 Endure elements, +1+2+3 for light/med/hvy armour.

For Fort saves you have the DC15survival check for bonuses (per CRB) and +4 with Endurance feat.

Any heat damage gives Fatigue. Any Lethal heat damage gives Exhaustion.
Reducing to level0 allows heat damage to cure and conditions to wear off. Also healing all heat damage will remove a condition.

Like any rules I found the players very quickly pre-calculate what armour to wear, who needs endure elements, how long the weakest can travel for and if they can stand the noon hour.

We also use lots of other Dark sun flavour items such as desert skiffs, giant beasts with howdahs etc


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I'm running Mummys Mask 'Dark sun themed' and use a system of Heat levels.
Temperatures are assigned bands much as in sandstorm book to give initial level 0-5, then add levels for armour type/encumbrance or reduce for desert native trait/cool outfit without armour/endure elements spell etc. The resulting heat level for each character indicates the frequency of thier Fort saves.
They prepare by removing heavy armour, applying endure elements as required and stopping in shelter at mid day when the heal level bumps up one or two. If saves are required the Take10 rule for skills is applied for the Fort saves until extended travel indicates a fail. I can then easily see how long/far they get before one is fatigued and they then choose to stop/rest/adjust.
Players know its dangerous not just hand waived away so adds good setting feel while letting them plan to avoid.

Houseruled that Create water draws water from around the caster, rather like defiling. So out in harsh desert the spell will fail. Again keeps the desert dangerous.


Got it thank you. very generous, happy christmas and may you be showered with blessings, bardsong and a level up.


Really....wow that would be awesome. Thank you.


DM'ing this now and just reached the sanctum in book one.

Not dissapointed at all so far.

I loved the initial tomb...traps made them feel like they were in a classic mummy/indiana jones movie. With the house stressed the history/haunting to drive home the anchient disaster, and when they arrive for "dungeon3" lots of tracks to follow & investigate that the ranger is loving and making the party really think, so its investigative as well as a dungeon loot.

Did have to beef up rival groups element and the early introduction of scorched hand. Not a problem but needed careful thought and planning.
Would have liked more info on other groups at back of the book for this rather than the large beastiary spreads.

Did use the water trap at "full deadly mode" but with a slow fill and combat getting more hampered as the water rose. Was close to a couple of deaths but players loved the danger and sense of success after.

Players are treasure hunters and for a taste of desert flavour at the start they were travelling on a sand skiff (desert ship) which crashed in a sand storm. Two days of desert trek with heat danger and scorpion encounter ensued pre-Wati.
Also added a lot of Dark Sun style flavour elements and have a native osirian region party to enhance the egyptian feel. I can see why the writers would leave this open with just suggestions in the players guide or some people would be put off but I went to town with race/class/flavour changes.

Cant wait for the "big start" to book2. Love the way this was delayed and not the AP start.


I see how the intent is possibly to distinguish between a 2h weapon that allows its use 1handed somehow (eg. lance) and 2h weapons wielded 1handed due to an ability/feat etc that calls out "treat as a 1h weapon".

Its the wording of the FAQ reponse for weapons treated as 1h that seems poorly written and therefore contradictory. It seems to call out ALL 2h weapons used in 1h should be treated as 1h.. therefore including the lance.

I will go with the answers applying separately, but given that faq's are meant to clarify it could be clearer IMHO.


Looking at FAQ'S and I see :
1) Core rulebook / Feats&skills section : Power Attack....If I use a 2h weapon in 1h do I get the +50% damage = YES
and
2) Core rulebook / Gear&Magic items section : Weapons, Two Handed in one hand....If your wielding in 1h even if normally a two-handed weapon = Treat as 1h for purpose of Str bonus and Power attack.

I haven't posted full faq's for simplicity but is it just me or are these not conflicting Answers??

(novice poster hence no links, sure some kind expert can assist)


I support the 5/7 and equally 4/8. A 12 parter would appeal but better as a 'special' outside the AP subscription line.

On that thought what about a six parter where there is a downtime mid 6th part and standard subscriber just finishes the AP, but has option to purchase and additional couple of seperate adventures that pick up from the downtime and extend&expand the ending. Would be non-AP subscrition modules, could remove the fluff extra(which i do like in standard AP's) and use that space for the larger stat blocks required for extending the high end content.

Last idea...where a 4/8 part format for the year is used the 4 part can have a follow on. Hell they could even offer the extensions/high level extra parts in kickstarter format...ie enough pre-orders=production.

Just some thoughts


Thank you.

I have to say it looks great, no probs there. I got my cuppa and settled to read and everything.
Binding/gluing fine, printing fine, cover fine, just wrong pages.

Will try to send you pics (eg pg16 next to pg1) by e-mail to customer.service@paizo.com shortly.


Just received AP#74 by post and it seems to be put together all wrong and missing pages.
Its pages go :
1-16 then 1-16again then 33-64 then 49-64 then 81-92.
Lots duplicated / lots missing.

Can I have another pretty please


Please send me a free copy!

Thank You and Happy New Year.